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<blockquote data-quote="JoeGKushner" data-source="post: 2784502" data-attributes="member: 1129"><p>Well...</p><p></p><p>Spell Compendium: I don't see a struggle there.</p><p></p><p>Magic of Incarnum: Different, but struggle? If the Pyshic Handbook and other alternative magic systems like GoO upcoming book based on Slayers or Green Ronin's based on Black Company are struggling... sure.</p><p></p><p>Races of the Dragon: Stretching it maybe, but since most companies have hit even stranger races via Fantasy Flight Games Mystic Races, the furries in Arcana Evolved, the various mongrel races in Bastards and Bloodlines etc..., not really...</p><p></p><p>Red Hand of Doom: A fairly large adventure for fantasy d20 a struggle? Nope.</p><p></p><p>Complete Psion: Seems a no-brainer given the success of the series.</p><p></p><p>d20 Future Tech: Ditto.</p><p></p><p>Champions of Valor: Pages of feats, spells, magic items, PrCs, and substitution levels.</p><p></p><p>Player's Handbook II: Not a lot know of it, but based on the DMG II, a lot of potential in it. Not a struggle.</p><p></p><p>Player's Guide to Eberron: Core setting with a player's guide in the vein of the Forgotten Realm's Player's Guide? Not seeing a struggle there.</p><p></p><p>Moonseas: Updating an old bit of classic FR to 3.5? Nope, no struggle there.</p><p></p><p>Pact, Shadow, and True Name Magic: Love playing around with new systems.</p><p></p><p>Power of Faerun: Well, playing Shackled City in Oerth right now, but FR is my standard for most of my games and looking forward to seeing how much of this is mechanical as opposed to fluff.</p><p></p><p>D&D Miniatures Starter set: 10 figs and 2 of them non-randomized? I'll get a set just to see what's up with the rules and the d20 die! Good old War Drums!</p><p></p><p>The Keep of Fallen Kings: Haven't checked out the Fane of the Drow so have no idea of it's utility, but I loved the old D&D stuff with the maps and modules... what was it, Thunder Rfits or something? </p><p></p><p>Fiendish Codex I: Hordes of the Abyss (demons get the Draconimicon treatment). Super no-brainer. Probably not as good as the Green Ronin book but...</p><p></p><p>Monster Manual IV-yep the fourth volume and since there aren't a lot of monster books coming out these days... </p><p></p><p>Secrets of Xen'drik (an Eberron supplement), fleshing out the home setting.</p><p></p><p>Tome of Battle: The Book of Nine Swords-(new combat options that sounds to me like it is in the mold of Iron Heroes but with magic-special maneuvers, spells and items that give characters near magical like combat abilities..) Finally, something for fighters! With tons of books of PrCs and other goods for mages, fighters often get the short end of the stick.</p><p></p><p>Dragons of Faerun (a Realms specific Draconimicon with Draconic personalities of the Realms included) Should be interesting and given the whole Year of the Dragon theme for '06 for WoTC, I don't see it as a stretch.</p><p></p><p>Which of these products speaks to you of struggle?</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2784502, member: 1129"] Well... Spell Compendium: I don't see a struggle there. Magic of Incarnum: Different, but struggle? If the Pyshic Handbook and other alternative magic systems like GoO upcoming book based on Slayers or Green Ronin's based on Black Company are struggling... sure. Races of the Dragon: Stretching it maybe, but since most companies have hit even stranger races via Fantasy Flight Games Mystic Races, the furries in Arcana Evolved, the various mongrel races in Bastards and Bloodlines etc..., not really... Red Hand of Doom: A fairly large adventure for fantasy d20 a struggle? Nope. Complete Psion: Seems a no-brainer given the success of the series. d20 Future Tech: Ditto. Champions of Valor: Pages of feats, spells, magic items, PrCs, and substitution levels. Player's Handbook II: Not a lot know of it, but based on the DMG II, a lot of potential in it. Not a struggle. Player's Guide to Eberron: Core setting with a player's guide in the vein of the Forgotten Realm's Player's Guide? Not seeing a struggle there. Moonseas: Updating an old bit of classic FR to 3.5? Nope, no struggle there. Pact, Shadow, and True Name Magic: Love playing around with new systems. Power of Faerun: Well, playing Shackled City in Oerth right now, but FR is my standard for most of my games and looking forward to seeing how much of this is mechanical as opposed to fluff. D&D Miniatures Starter set: 10 figs and 2 of them non-randomized? I'll get a set just to see what's up with the rules and the d20 die! Good old War Drums! The Keep of Fallen Kings: Haven't checked out the Fane of the Drow so have no idea of it's utility, but I loved the old D&D stuff with the maps and modules... what was it, Thunder Rfits or something? Fiendish Codex I: Hordes of the Abyss (demons get the Draconimicon treatment). Super no-brainer. Probably not as good as the Green Ronin book but... Monster Manual IV-yep the fourth volume and since there aren't a lot of monster books coming out these days... Secrets of Xen'drik (an Eberron supplement), fleshing out the home setting. Tome of Battle: The Book of Nine Swords-(new combat options that sounds to me like it is in the mold of Iron Heroes but with magic-special maneuvers, spells and items that give characters near magical like combat abilities..) Finally, something for fighters! With tons of books of PrCs and other goods for mages, fighters often get the short end of the stick. Dragons of Faerun (a Realms specific Draconimicon with Draconic personalities of the Realms included) Should be interesting and given the whole Year of the Dragon theme for '06 for WoTC, I don't see it as a stretch. Which of these products speaks to you of struggle? [/QUOTE]
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